I have a question ,when I learn DirectX12,that how to generate Mipmaps on DirectX12.
For example,I create a resource to store depth value on GPU.When I need to write data to this resource,I can bind RTV or DSV to this resource.Then,I want to use this texture resource to render in second pass.For better filter,I hope this texture resource has Mipmaps.What should I do to achieve this purpose on DirectX12 ?
I remember that DirectX11 has GenerateMips() method. Does DirectX12 have similar method ? If not, how to generate mipmaps on DirectX12? Compute Shader?
Thanks very much for your reading! And I look forward to your reply.